texture<unsigned int, 4, cudaReadModeElementType> tex;

extern "C" __global__ void VecAdd(int* A, int* B, int* C, int N)
{
    int i = blockDim.x * blockIdx.x + threadIdx.x;
	int t=20;
    if (i < N/2)
		C[i] = A[i] + B[i];
	else
		C[i] = t;
}
